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Originally Posted by
Chai
This is a symptom of the "offhand proc" and "double strike" combat change. When that U5 combat nerf happened, the way the physics checks work now makes this happen. I knew to watch for this because I used to play EQ1 which had the same offhand proc and doublestrike mechanic. I will outline how this used to work and how it works now, briefly.
Before:
Previously in combat for a TWF player, every single swing, main hand AND offhand, had a physics check run on it to determine a few things, one of which was if you were close enough to hit the mob with your weapon when the attack was made. It was determined by Turbine that the sheer number of physics checks was causing lag in certain situations sooo.....in U5 the combat system was changed.
After:
Now the physics check is made for the main hand ONLY, and it is ASSUMED by the computer that if the main hand attacks and the character was in range to make the strike, and an offhand proc occurs, the player is also in range for the offhand to strike, because the offhand proc is now tied to the main hand and not given its own physics check.
Basically what this means is if the character starts the sequence, it is assumed the character will be allowed to finish the sequence as well, regardless of other circumstances.
This is ALSO true of the mobs. Many mobs have really slow animations. It is assumed by the physics check system that they too get to finish whatever animation they started. Kobold shaman slowly raising their hands to cast and ogres reving up for their triple stomp are two examples we see at low level. If that ogre STARTED reving up for the triple hit, he gets to FINISH the triple hit, according to the way the physics check system they completely ganked from EQ now works, regardless of other circumstances.
End result:
I have seen an ogre look like he was about to stomp, get commanded to the ground, and the eager party runs up there to smack the prone ogre, and gets crushed. I have also seen kobold shaman stunned or commanded, and then someone gets held or lightning bolted well after, right at the time the kobolds casting animation would have completed, had it not been stunned.
Unfortunately, the bad news for PDers is: This is working as intended, according to the U5 combat changes.
When we moaned about the lag for three years straight, they put this system in to fix one aspect that was contributing to that lag. Something about being careful what we asked for comes to mind.